Thank you! Glad you liked it!
There's a shotgun right in front of the store. It was in deep shadow last demo but it should be easier to spot now. There's also a rocket launcher but that's hiding in a secret ;)
There is no locational damage so headshots make no difference. I do want to add a railgun that will allow one-shot kill headshots though, like in Unreal Tournament. The SMG's scope is more to have some kind of zoom available, and the gun looks cooler with it on.
That's good to hear, I've only just made most of the textures this year and I stick to a particular palette and workflow in the hope that that will be enough. Trenchbroom having a fixed default texel density also helps a lot. I do still know of some collision glitches you might run into near low walls and running alongside tables or stairwell walls, but I don't think players will run into those as much as the AI will so I'm not fussing over it for now.
On top of the RL I do want some throwable explosives, I just want some fancier decals first. The SMG is meant to be a last resort mostly used for building up stun so its damage is pretty low. It won't be a very long game, I'm aiming for about 7-10 levels roughly the same size or a little bigger. Now that I'm using the Quake tools for level design though, the iteration time is really fast so I'll see how I go over the coming year.